Launch + Upcoming content!
Hey!
So CINIS is out now, and it’s a bit of a surprise project. I haven’t really talked about it with anyone, or had any public development videos of it out there. I’ve had some not-great experiences with that in the past, so I’ll try and just release a game this time instead.
While I think CINIS is pretty great as is, it’s not finished just yet, and I’ve got a lot more content and ideas planned for the future. I’ve also got a few known issues with the game right now, some of which I may or may not be able to fix, but I’ll try my best to get them sorted.
Any feedback is always appreciated, I’ll make sure to read and account for as much as possible!
Upcoming content:
Levels are an important part of the game, and 2 simply isn’t enough to carry all of it. So I’ll definitely work on that. Right now however, levels can take a long time to develop. It takes me about a week going from idea to finalized and tested level. Perhaps as I increase my time spent making levels, I’ll also get faster, but as is, this is the biggest bottle neck. I have some ideas for how to integrate some procedural levels into the game, but I’ll have to experiment with all of that first, as there have been procedural levels in the game before, but they were removed as they were very boring and stale.
I also like the medieval aesthetic of the levels, but I’d also like to branch out here at some point and create more varied environments. I simply need to figure out the specifics of what these environments would be, and what they’d look like. As such, it may be a while before I have that settled and ready to go.
There will be more enemies in the future, and I have come up with some ideas for what I could add there, but before I add any enemies, I’ll need to revamp the way enemies work. Right now they’re all separate objects inside the game. That’s mostly because I needed to make it quickly. I want to make a more modular approach to the enemy AI, but that will take some time to design and implement fully, and as such, new enemies may take a bit more time to implement.
Luckily, weapon creation is fast. It’s basically only limited by how fast I can create the model, and that usually takes a little less than a day. They’re super quick to create and implement, and there will be more weapons later, but right now, I think there’s a fine amount of weapons actually. It’s too small in the grander scale, but for now it’ll do. Just know that I have ideas for that.
I really want more Roguelite aspects in the game. For that I think player upgrades, weapon qualities, currency and weapon upgrades will add a lot. I don’t want to spoil all the additions I have thought of, just know that I have an extensive mind map :^)
Right now I have 2 problems going forward:
- I don’t know how much time I’ll have to work on this project going forward. As such, content updates may take a long time.
- I don’t actually know what to focus on specifically. There’s a lot of work to be done. But I don’t know where to put in the effort right now. Especially since a lot of my ideas tie into each other. So if you have any ideas, I’d love to hear them, as it may help me set my focus for the development going forward.
So, if you’ve played the game, thanks! If you just read this, thanks! I really appreciate anyone looking at the stuff I make, even if it’s just a brief glance.
That’ll be it for this post, thanks for reading!
Files
Get CINIS - Classic
CINIS - Classic
A Rogue-like FPS with inspiration from QUAKE
Status | Canceled |
Author | Alexander Lind |
Genre | Shooter, Action |
Tags | First-Person, FPS, Low-poly, quake, Retro, Roguelite, Singleplayer, Unreal Engine, Weapons |
Languages | English |
More posts
- So what happened with CINIS?9 hours ago
- EXPERIMENTAL RELEASE 1.8 E0Jan 18, 2023
- 1.7.2 Released!Dec 09, 2022
- Alpha 1.7.1 Released!Dec 04, 2022
- OVERKILL UPDATE - Alpha 1.7Oct 11, 2022
- Alpha 1.6 Released!Sep 15, 2022
- Lessons from failed game projectsSep 05, 2022
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